BACKGROUND INFORMATION

This deck was created to center around the theme of all commons.  Within the common cards, I have decided to use the barbarians as tanks and the bomber as the source of splash damage.  The ice spirits and cannon card will mainly be used for defense.  The minions and spear goblins can act as the anti air troops if you so happen to run against a balloon deck.  Overall, I think that this deck is fairly well rounded and you can climb efficiently if you focus on upgrading only these cards.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is 2.9 elixir  and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Bomber-  This little skeleton with a bomb is show in in another  deck of mine because I think it is the best splash damage in the game as of mid level .  It is the cheapest ground bound splash damage buy far trailing the wizard at five elixir.  You do not need to use the baby dragon because air based splash damage is not really needed at this point and time.  The only splash damage for air would be the three elixir minions but that is a very little problem because you can defend them easily with the spear goblins.  Since the barbarians are used often, the bomber is stronger than ever now.  It can kill the whole group of barbarians without the help of your towers.  He does so much splash damage at such a high rate of fire that the barbarians will just get absolutely melted.  Also, by playing the bomber on the barbarians, it will grant you a three elixir advantage.The bomber is so frequent in my deck because at this stage many people use all the small hit point troops like the archer, spear goblins, and the regular shank goblins.  Having the bomber in your deck will make those three cards very useless to your opponent and make them very annoyed.  Additionally, the bomber is great at supporting pushes that involve the giant because the bomber’s range allows him to shoot bombs past the giant skeleton.  Also, if the bomber gets locked onto the tower will full health, he will do a lot of damage for the price of three elixir.  Be careful though, the bomber can be killed using direct damage spells like the lightning spell or the fire ball.  The bomber is extremely weak against point damage troops like the prince and the mini pekka and is also weak against air troops like the baby dragon and minions.

Ice Spirits-  The ice spirits can be a great card to use in conjunction with the hog.  The ice spirits can be compared to the zap spell because both of those cards stun enemy buildings or troops.  However, unlike the zap spell, the fire spirit does not cost two elixir.  Instead, it is half as expensive and only costs you one elixir to use.  In addition to that bonus, the fire spirit’s stun ability lasts twice as long as the zap spell.  Because of these two stats on the ice spirit, the ice spirit is worth about four times as much as the zap spell is per elixir.  However, there is one downside to using the ice spirit over the zap spell.  The ice spirit, unlike the zap spell, can easily be countered.  The ice spirit can be countered by almost anything from direct damage spells like the zap spell, the arrows, the fire ball, and the rocket.  The ice spirit is also very fragile against any sp[lash damageing troops because even if they target your own hog rider, the splash damage effect can still kill your ice spirit since the ice spirit has such a low health point stat.  Some splash damage troops that can kill your ice spirit is the wizard, the baby dragon, the ice wizard, the princess, the bomber, the witch, and the valkyrie.  Because of this, using the ice spirit is a risk reward type troop.  If the ice spirit does get its stuff off before it dies, it is well worth it and you have a four times effectiveness when compared to the zap spell.  However, if it dies it has a zero effectiveness when compared to the zap spell.  If you find that your opponents are countering your ice spirit more times than not, you make want to switch to the zap spell.  Switching to the zap spell will guarantee that you will get a stun on each of your pushes every single time.  The zap spell will also get you a little more damage that is also reliable.

Barbarians– The barbarians costs five Elixir.  This is best used to counter Princes, P.E.K.K.A, and the Hog Rider. They are also an extremely helpful distraction for smaller troops that can do major damage if left untouched, like the Minions, Spear Goblins and the Goblin combo.  Also, the Barbarians can help defend against the  dark prince if the situation is desperate, but is not recommended counter since the Dark Prince is a pretty good Barbarian destroyer.  The barbarians can also counter a miner.  All you have to do is place the barbarians where the miner will pop out and only one of your defending barbarians will get killed,  If the Barbarians are set on top of the much feared Sparky, they can easily destroy it, and you will gain a major Elixir advantage.  The barbarians in this deck is for defense though.  If the enemy spawns in a hog rider, send your barbarians just in front of the contested arena or crown tower.  If you do this perfectly, the hog rider will get no damage onto your tower.  Usually though, the enemy hog rider will squeeze through and be able to get one shot off.  Additionally, if the enemy combines a fireball, zap, or fire spirit and zap combo,l they will be able to get a lot more damage off onto your tower so be very careful about what they have to support the hog rider and make adjustments accordingly.  If they send in a prince, the barbarians are a great hard counter to him and will kill the enemy prince with ease.  In my opinion, the Barbarians are one of the biggest staple cards in the game.  The barbarians are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the fire spirits, the sparky, and the baby dragon.  The barbarians are also very vulnerable to most direct damage spells such as the fire ball and the lightning spell.

Minions– This deck uses the Minions instead of the Minion Horde.  The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low.  By keeping the cost low, you will be able to cycle through your cards faster.  The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first.  Minions also can take out the Barbarians with the help of the Spear Goblins.  This leaves you with a major counter push at the ready.  Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops.  Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde.  The Minions could also kill a Sparky before it can take its aim at the Tower.  The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard.  They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off.  The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is.  If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending.  Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

Spear Goblins-  The spear goblin card is one of the most basic troops in the game.  For being one of the first cards to be unlocked in the game, it is surprising how well they perform.  The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a on verse one with the help of your Tower, but it can also be used at the very beginning.  If the Spear Goblins are used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch those Spear Goblins chip 300 damage off their tower.  300 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 1000 free chip damage.  The Spear Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted.  If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir.  On a very good note however, you can do an advanced move with these spear goblins.  the spear goblins, just like your minions, are one of your only air targeting units.  You should save your spear goblins just to counter any balloons or lava hounds they may have.  If you see that their deck does not have any of those cards, you can use the spear goblins like you normally would.The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, and the baby dragon.  The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Zap– The zap spell does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your sparky and giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your sparky and giant and make this deck even stronger.  Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

Arrows- The arrows are a great cheap way to counter a mass amount of troops.  The arrows can help support your pushes that contain your giant by killing off any minion horde that will do a lot of damage.  The arrows are also great at countering hut spam decks because you can easily kit two or three buildings, the crown or arena tower, and any enemy troops spawned or walking near the arrow radius.  Arrows can also be used to finish off towers if they are at a very low health value.  t only will do around 80 to 100 damage to your crown tower so plan accordingly before sending it at your enemy’s crown or arena tower.   Combined with the zap spell, you can get about 150 damage off of your enemies tower, which can help a lot if your are in over time and just need a little more damage.  The arrows are a great counter to the skeletons, the spear goblins, the archers, the regular shank goblins, the goblin barrel, the three elixir minions, the lava pups that come out of the lava hound and the minion horde.  They can help defend against enemy barbarians if they have a bout a quarter of their life left.  The arrows are weak against high health troops like the golem, the pekka, the lava hound, the balloon, and other troops like those.  The arrows are a nice and cheap three elixir so you can use them at almost any point during the battle for an easy defense against a lot of small units.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

Cannon-  The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem.  Make sure you have good placement with your cannon because its five and a half tile range is very short.  Also, you should never pre place a cannon.  If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage.  You enemy can also just place a single musketeer and out range the cannon.  This can make you basically waste your defense and make you lose three elixir.  Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider.  If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops.  A cannon and ice wizard combo can defend from barbarians.  The cannon is very cheap which makes it have synergy with the rest of your deck.  Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir.  The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins.  The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie.  The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.